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THE DEVELOPMENT WIKIPROJECT I SPACE FANTASY · CO-OP FPS · ROGUELIKE

Cores

Temporary run upgrades, their effects and rank scaling. Select an item for complete rules, source formulas and interactions.

Stack type describes acquired-rank scaling. It does not imply independent active-effect stacking; fixed channels and proc restrictions still apply.

Acquisition and eligibility · Proc rules

45 entriesClick an entry for details
Description
Ability Damage CoreCommon Adds 8% base ability damage per rank. Support healing and fixed shield grants do not scale with ability damage; weapon damage has a separate channel. LinearLinear or base-plus-increment scaling; fixed channels stay fixed
Attack Damage CoreCommon Adds 8% of base gun damage per rank to the additive base-damage bucket. It does not increase fixed shield or healing grants. LinearLinear or base-plus-increment scaling; fixed channels stay fixed
Cooldown CoreCommon Sequential normal-active recharge rate is 1 + 0.08 × log2(1 + rank). Ultimate charge and melee remain separate. LogarithmicLogarithmic growth of the rank-dependent channel
Fire Rate CoreCommon Fire-rate multiplier is 1 + 0.04 × log2(1 + rank). Semiautomatic weapons still require individual accepted presses. LogarithmicLogarithmic growth of the rank-dependent channel
Health CoreCommon Adds 15 maximum HP per rank. Installation preserves missing HP, so it is not a free full heal and cannot revive a downed player. LinearLinear or base-plus-increment scaling; fixed channels stay fixed
Magazine CoreCommon Adds 10% of base magazine capacity per rank, with total capacity rounded up. Added capacity starts empty; it does not refill existing ammunition. LinearLinear or base-plus-increment scaling; fixed channels stay fixed
Reload CoreCommon Reload rate is 1 + 0.10 × log2(1 + rank). Actual reload time is authored duration divided by rate, rather than a flat percentage subtraction from seconds. LogarithmicLogarithmic growth of the rank-dependent channel
Shield CoreCommon Adds 10 maximum normal shield per rank. HP is unchanged; installation preserves missing shield. LinearLinear or base-plus-increment scaling; fixed channels stay fixed
Speed CoreCommon Walk/sprint multiplier is 1 + 0.05 × log2(1 + rank). Dash/Slipstream burst speed is separate. LogarithmicLogarithmic growth of the rank-dependent channel
Bleed RoundsUncommon Each accepted weapon trigger/target adds 15% + 5% × (rank − 1) of direct damage as bleed over 3 seconds. Pellets are aggregated per target/trigger. LinearLinear or base-plus-increment scaling; fixed channels stay fixed
Close-Range RoundsUncommon Adds 10% × log2(1 + rank) conditional direct gun damage inside the 8-metre rule. Ability/secondary damage does not receive this direct-gun conditional bonus. LogarithmicLogarithmic growth of the rank-dependent channel
Field BatteryUncommon Normal casts prime 8% × log2(1 + rank) damage on the next damaging normal cast within 6 seconds. One stored bonus; ultimate excluded. LogarithmicLogarithmic growth of the rank-dependent channel
Kill RechargeUncommon Eligible kills refund 3% + 1% × (rank − 1) of authored base cooldown, with a 0.5-second interval. Refunds shift sequential missing-charge queues and are not banked while full. LinearLinear or base-plus-increment scaling; fixed channels stay fixed
Kill SiphonUncommon Heals 3 + (rank − 1) HP per eligible kill, with a 0.4-second trigger interval; adds 2 maximum HP per rank. Cannot revive. LinearLinear or base-plus-increment scaling; fixed channels stay fixed
Last RoundUncommon The multiplier is 1.20 × 1.05^(rank − 1), with exponential/finite representation guards in the runtime. Applied once to the entire last shell; shotgun pellets do not repeatedly multiply one another. ExponentialDamage multiplier grows by 1.05× per additional rank
Longshot LensUncommon Adds 12% × log2(1 + rank) conditional direct gun damage beyond 18 metres. Weapon falloff still applies, so the condition does not remove long-range falloff. LogarithmicLogarithmic growth of the rank-dependent channel
Quick SwapUncommon Adds 0.15 + 0.05 × (rank − 1) reload rate for 2 + 0.25 × log2(rank) seconds, with a 5-second trigger interval. Refreshes one switching source; alternating weapons does not accumulate independent buffs. MixedLinear rate; logarithmic duration
Recoil CoreUncommon Spread/recoil remainder is 0.90^rank, with a positive representation floor. Recovery rate is 1 + 0.05 × log2(1 + rank). MixedExponential spread/recoil decay; logarithmic recovery
Reload ShieldUncommon Grants 5 + 3 × (rank − 1) shield, with a 3-second trigger interval. Overflow lasts 3 seconds; higher ranks add 3 × (rank − 1) overflow capacity. LinearLinear or base-plus-increment scaling; fixed channels stay fixed
Rescue LinkUncommon Revive rate is 1 + 0.15 × log2(1 + rank). Requires teammates and a living nearby rescuer with line of sight; it does not bypass interaction validity. LogarithmicLogarithmic growth of the rank-dependent channel
Shield RecoveryUncommon Recharge delay is baseline divided by [1 + 0.10 × log2(1 + rank)]. This modifies the delay before normal recharge, not an overflow regeneration rate. LogarithmicRecharge delay divisor grows logarithmically
Sprint ShieldUncommon After 2 uninterrupted sprint seconds, grants 4 × log2(1 + rank) shield; overflow lasts 2 seconds. Trigger interval is 6 seconds. LogarithmicLogarithmic growth of the rank-dependent channel
Steady TriggerUncommon Each step adds 2% × log2(1 + rank) direct gun damage, up to five steps. A miss, target change or 2-second gap resets the chain. LogarithmicLogarithmic growth of the rank-dependent channel
Weakpoint LensUncommon Adds 0.15 to the weakpoint multiplier per rank. It does not turn body hits into precision hits. LinearLinear or base-plus-increment scaling; fixed channels stay fixed
Air ReserveRare Requires an extra-jump passive. Accepted extra jumps grant 10 × log2(1 + rank) shield; overflow lasts 2 seconds. LogarithmicLogarithmic growth of the rank-dependent channel
Backstep GuardRare Requires a movement ability. Grants 12 × log2(1 + rank) shield after completion, with 2-second overflow and a 5-second interval. LogarithmicLogarithmic growth of the rank-dependent channel
Breaker RoundsRare Adds 12% × log2(1 + rank) conditional direct gun damage against elite/boss targets. Their shared resistance and stage toughness still apply. LogarithmicLogarithmic growth of the rank-dependent channel
Cast ShieldRare Grant is 10% maximum HP plus 3% × (rank − 1) × maximum normal shield. The same bonus adds overflow capacity; overflow lasts 3 seconds and the trigger interval is 4 seconds. LinearLinear or base-plus-increment scaling; fixed channels stay fixed
Chain RoundsRare Intensity is 0.20 + 0.05 × (rank − 1), with up to two other targets per activation at 20% applied-health damage. Radius is 10 + 0.75 × log2(rank) metres. MixedLinear intensity; logarithmic radius
Control RelayRare Requires a status ability. Adds 15% × log2(1 + rank) authored slow/mark duration. LogarithmicLogarithmic growth of the rank-dependent channel
Dash WakeRare Requires a movement ability. Leaves one trail per owner with 2-metre radius, 25% authored slow, and duration 2 + 0.4 × log2(rank) seconds. MixedFixed slow strength; logarithmic duration
Kill BlastRare Damage is 50% + 15% × (rank − 1) of applied killing-hit health damage, within 3 + 0.30 × log2(rank) metres. Overkill is excluded, solid cover blocks, and secondary kills cannot recursively trigger the blast. MixedLinear damage; logarithmic radius
Linked RecoveryRare Requires teammates. You and the revived ally receive 8 × log2(1 + rank) normal shield, with an 8-second interval. LogarithmicLogarithmic growth of the rank-dependent channel
Marked RoundsRare Requires an owned mark ability. Adds 12% × log2(1 + rank) direct gun damage against marked targets. LogarithmicLogarithmic growth of the rank-dependent channel
Piercing RoundsRare Adds rank additional distinct targets, each at 50% + 10% × (rank − 1) of original direct-hit damage. Damage does not compound along the chain. LinearLinear or base-plus-increment scaling; fixed channels stay fixed
Spare ChargeRare Ranks are keyed by both core ID and chosen ability ID. Each rank adds one charge; new capacity is supplied once. LinearLinear or base-plus-increment scaling; fixed channels stay fixed
Splinter RoundsRare Intensity is 0.25 + 0.10 × (rank − 1), with two shards per activation at 20% applied-health damage and seek range 18 + log2(rank) metres. Whole activations are guaranteed and only the fractional remainder is rolled. MixedLinear intensity; logarithmic range
Bleed BurstLegendary Requires Bleed Rounds (internal SerratedPayload). Releases 50% × rank of remaining owned bleed, bounded by [1 + 0.50 × (rank − 1)] times applied killing-hit damage, in 3 + 0.30 × log2(rank) metres. MixedLinear damage budgets; logarithmic radius
Cast OverdriveLegendary Two distinct Q/F/C actives within 5 seconds grant 0.15 × log2(1 + rank) fire/reload rate and 15% × rank ability damage for 4 + 0.50 × log2(rank) seconds. One refreshed buff, with a 12-second interval; ultimate excluded. MixedLogarithmic rates; linear damage; logarithmic duration
Echo CastLegendary Intensity is 0.20 × rank; each echo deals 35% original output after 0.3 seconds. Supported effects are Nova, Arc Lance, Shard Grenade, Repulsor Burst and Arc Anchor. LinearLinear or base-plus-increment scaling; fixed channels stay fixed
Emergency ShellLegendary Surviving damage crossing below 25% maximum HP grants 30 × log2(1 + rank) shield for 4 seconds, with a 30-second interval. Lethal damage remains lethal; this is not a cheat-death effect. LogarithmicLogarithmic growth of the rank-dependent channel
Hunter's RhythmLegendary Two different direct gun kills within 4 seconds grant 12% × log2(1 + rank) movement for 4 seconds. Refreshes one source; secondary damage is not a direct gun kill. LogarithmicLogarithmic growth of the rank-dependent channel
Pulse EngineLegendary Requires a damaging normal ability. Every third genuine damaging normal cast emits a 4-metre burst for 25 × log2(1 + rank) ability damage, with a 5-second trigger interval. LogarithmicLogarithmic growth of the rank-dependent channel
Run CircuitLegendary Move at least 3 m/s for 3 seconds to gain 12% × log2(1 + rank) normal recharge rate. The effect stops after 0.5 seconds below threshold. LogarithmicLogarithmic growth of the rank-dependent channel
Shared ShelterLegendary Requires a support ability. Grants living allies within 5 metres and line of sight 12 × log2(1 + rank) shield, with 3-second overflow and an 8-second interval. LogarithmicLogarithmic growth of the rank-dependent channel

Weapons

Abilities

Survival

Utility

Mobility

Common

Uncommon

Rare

Legendary